Beyond the Court: How Virtual Reality is Changing the Game for Athletes

Authors

  • Subramaniam Soorinarayanan Faculty of Sports Science and Coaching Universiti Pendidikan Sultan Idris, Perak, Malaysia
  • Shaharudin Abdul Aziz Faculty of Sports Science and Coaching Universiti Pendidikan Sultan Idris, Perak, Malaysia
  • Gunathevan Elumalai Faculty of Sports Science and Coaching Universiti Pendidikan Sultan Idris, Perak, Malaysia
  • Maran Chanthiran Faculty of Computing and Meta-Technology, Universiti Pendidikan Sultan Idris, Perak, Malaysia https://orcid.org/0000-0002-2726-6058
  • Thariq Khan Azizuddin Khan Faculty of Sports Science and Coaching Universiti Pendidikan Sultan Idris, Perak, Malaysia
  • Dagmar Ruskova Slovak University of Technology, Vazovova 2757/5 81107 Bratislava, Slovak Republic

DOI:

https://doi.org/10.37934/araset.48.1.7788

Keywords:

Virtual Reality, Tennis, Sports education, Virtual Technology

Abstract

Virtual reality technology creates a simulated environment that can make users feel as if they are fully immersed in a different world or experience. This is accomplished through the use of specialized headsets and controllers that track the user's movements and translate them into actions within the virtual environment. The aim of this bibliometric review is to locate scholarly literature that explores the use of virtual reality in sports and training. To gather data, Scopus citation databases were utilized, and the PICOS Framework and PRISMA approach were employed to conduct a keyword search. Data on articles published in journals over a seven-year period was extracted, and R-tool and VOS viewer were utilized to analyse the data contained in the journals and articles. Through this bibliometric review, the utilization of virtual reality technology in sports and training is revealed. A total of 56 articles were identified from the Scopus database, and the findings showed that the keyword "artificial intelligence" had an occurrence value of 27 with a Total Link Strength (TLC) of 15. This was followed by "machine learning" with an occurrence value of 12 and a TLC value of 8. The United States of America and the United Kingdom were found to be the leading countries in publishing and conducting research related to VR in sports and training. Furthermore, the application of VR in sports showed a high significant value, but there are some limitations and challenges in its expansion. Therefore, through this study, it is important to identify the exposure related to the use of VR to be conveyed to coaches and trainers. However, the past studies analysed in this review indicate the need for exposure in the form of education on the use of VR to ensure the full utilization of current technology in sports.

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Author Biographies

Subramaniam Soorinarayanan, Faculty of Sports Science and Coaching Universiti Pendidikan Sultan Idris, Perak, Malaysia

spsubra74@gmail.com

Shaharudin Abdul Aziz, Faculty of Sports Science and Coaching Universiti Pendidikan Sultan Idris, Perak, Malaysia

shaharudin@fsskj.upsi.edu.my

Gunathevan Elumalai, Faculty of Sports Science and Coaching Universiti Pendidikan Sultan Idris, Perak, Malaysia

gunathevan@fsskj.upsi.edu.my

Maran Chanthiran, Faculty of Computing and Meta-Technology, Universiti Pendidikan Sultan Idris, Perak, Malaysia

maranchanthiran@gmail.com

Thariq Khan Azizuddin Khan, Faculty of Sports Science and Coaching Universiti Pendidikan Sultan Idris, Perak, Malaysia

thariq@fsskj.upsi.edu.my

Dagmar Ruskova, Slovak University of Technology, Vazovova 2757/5 81107 Bratislava, Slovak Republic

dagmar.ruskova@stuba.sk

Published

2024-07-09

Issue

Section

Articles